コード例 #1
1
void UCameraComponent::OnRegister()
{
#if WITH_EDITOR
	if (ProxyMeshComponent == NULL)
	{
		ProxyMeshComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass(), GetOuter(), NAME_None, RF_Transactional);
		ProxyMeshComponent->AttachTo(this);
		ProxyMeshComponent->StaticMesh = CameraMesh;
		ProxyMeshComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
		ProxyMeshComponent->bHiddenInGame = true;
		ProxyMeshComponent->CastShadow = false;
		ProxyMeshComponent->PostPhysicsComponentTick.bCanEverTick = false;
		ProxyMeshComponent->bCreatedByConstructionScript = bCreatedByConstructionScript;
		ProxyMeshComponent->RegisterComponentWithWorld(GetWorld());
	}

	if (DrawFrustum == NULL)
	{
		DrawFrustum = ConstructObject<UDrawFrustumComponent>(UDrawFrustumComponent::StaticClass(), GetOuter(), NAME_None, RF_Transactional);
		DrawFrustum->AttachTo(this);
		DrawFrustum->AlwaysLoadOnClient = false;
		DrawFrustum->AlwaysLoadOnServer = false;
		DrawFrustum->bCreatedByConstructionScript = bCreatedByConstructionScript;
		DrawFrustum->RegisterComponentWithWorld(GetWorld());
	}

	RefreshVisualRepresentation();
#endif

	Super::OnRegister();

	// Init deprecated var, for old code that may refer to it.
	SetDeprecatedControllerViewRotation(*this, bUsePawnControlRotation);
}
コード例 #2
0
ファイル: CameraComponent.cpp プロジェクト: johndpope/UE4
void UCameraComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);

#if WITH_EDITORONLY_DATA
	RefreshVisualRepresentation();
#endif
}
コード例 #3
0
void UCameraComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);

	RefreshVisualRepresentation();
}